Hello, guys.
In this section, we're going to do polish of the game.
And it does not only include make it more levels.
Make this level parts better and better.
Yeah.
So it's not only about that.
It's also about correcting behavior of the character.
For example, I have behavior when player is not grabbing ledge all the time.
Sometimes he misses the ledge and this is not supposed to be there.
This is not what he should do.
He should grab the ledge so we can fix it by going to check and just change in size of the box collider
and placing it like more to the top right side and maybe increasing the radius of latch check.
I'm not sure any exact numbers of the size of the collider, even though you can see them on your screen,
it's not so important because it may be different for your project.
You just, you know, like place it APR, run for a bit, see how does it work, Maybe change it a bit
again, if it works better, keep it that way, if it works worse.
Revert back, try again and find something that suits you.
All right.
And next step we need to do here is to fix a roll animation so you can see I'm entering role animation
again and again because we switched on can roll on LinkedIn, but we didn't switch it off because animation
didn't finish yet.
So what we can do is to block transfer to jump fall from roll animation.
That's going to be pretty simple, which is going to do from any status jump fall.
We need to add another condition can roll should be false.
But in this case, whenever I'll try to jump after roll animation, I'm going to jump in the roll animation,
which is also not the case.
So we're going to do slight change there.
Well, let me show you first what I mean by that.
You've seen that I'm jumping but still am in the roll animation.
So to fix that, we're going to go to player script.
Let's find our jump button.
And just type here, finish, roll and Im finished.
So what is going to do is it will break roll animation if you jump, but if you don't jump roll animation
will be there until it's over.
We won't transfer to jump fall and that looks much better.
Let me try to show it to you.
Yeah, I think that looks much better.
Now.
Something else to fix here is I noticed that when I was testing the game, whenever I do slide, slide
doesn't stop, but I'm losing the speed.
It is happening because we reset in speed on a roll check and when we do in slide, our character detects
the wall.
Check this out.
If we go into slide animation over here, this is our wall detection that resets the speed and it does
detectable most of the time.
So what I want to do here is to go to player script again, find speed, reset function.
And time here If is sliding, then return.
So we want to reset speed when we do in slide.
All right.
This is all of the issues I found at the moment regarding balance of the player, like how fast he should
move and how high he should jump.
And the best settings, in my opinion, is to set gravity scale to five.
He is move speed, default should be 12, his maximum speed should be 20, his jump force should be
ten.
Double jump first can be 12 or 13.
Both feels fine.
And regarding the survival ability, like at the moment we check in his maximum speed, we can adjust
it a bit to make it a bit easier for the player so we can make something like speed to survive value
and let's do it here.
Serialize Field.
Private float speed to survive.
And I want to set it to 18 by default.
Yes.
So 18 is okay, so we can reach that point of surviving earlier.
Now let's find that place where we set in it in the damage, extra life.
So extra life is equals.
True.
If more speed is equal or bigger than speed to survive.
Yeah, this will work a bit better.
This will make our game a bit easier.
And that's it for now.
But what I want to tell you, this video may be updated if I'll find some bugs or if some of the students
report a bug.
I'll come back to this video and I'll add some part here to improve and fix the issue we have.
All right.
Now let's go to the next video.